darjr
I crit!
Rob Heinsoo - Chumming the Dungeon
I read that and had to share. I do remember a campaign where the players threatened to never discuss the game, outside of the game, while I was around. They just had such great, awful, terrible ideas that I loved to make 'real'.
How often do you get to do this. How often do GM's zing off in the direction mentioned by the players during the game.
Discussing DMing with Robin Laws and Jim Zubkavich at the Calgary Expo, I found myself wanting a term to describe our practice of adapting the dangerous ideas our players muttered about fearfully, ideas that hadn't occurred to us before, but which, once spoken, could not be taken back. My players have no idea how many times their thoughtful or awestruck guesses about what might be happening in the campaign have either been adapted directly or translated into a new idea, better than both my original concept and their suspicions.
I hadn't come up with a good term. But I mentioned it at our game on Wednesday and Mike Fehlauer thought for a couple minutes, then came up with something that captures the phenomemon from the players' perspective: chumming the dungeon! Chumming the dungeon is when the players make worried or excited guesses about what's going on, allowing the dreadsharks of the DM's mind to churn the blood auguries, home in on fresh meat for the plotline with a smile of secret gratitude.
Thanks, chum!
....and if anyone else has a term to compete with 'chumming,' please share.
I read that and had to share. I do remember a campaign where the players threatened to never discuss the game, outside of the game, while I was around. They just had such great, awful, terrible ideas that I loved to make 'real'.
How often do you get to do this. How often do GM's zing off in the direction mentioned by the players during the game.